/*
 * graph2D
 * Copyright (c) 2009 Shun Moriya <shun@mnu.sakura.ne.jp>
 *
 * The MIT License
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
 * THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

#if !defined(___GRAPHC2D_MOVE_ACTION_H___)
#include "moveAction.h"
#endif

#include "object.h"

namespace Graph2D
{
	////////////////////////////////////////////////////////////////////////////////////////////////////
	MoveAction::MoveAction() : Action(Action::TYPE_MOVE)
	{
	}

	////////////////////////////////////////////////////////////////////////////////////////////////////
	MoveAction::~MoveAction()
	{
	}

	////////////////////////////////////////////////////////////////////////////////////////////////////
	void MoveAction::setup(Object* object, const Vector2& targetPosition, const float second)
	{
		if(second <= 0)
		{
			object->position = targetPosition;
		}
		else
		{
			animationTargetPosition = targetPosition;
			animationDeltaPosition = (targetPosition - object->position) * (1.0f / second);
		}
		animationPositionTime = second;
	}

	////////////////////////////////////////////////////////////////////////////////////////////////////
	bool MoveAction::running() const
	{
		return animationPositionTime > 0;
	}

	////////////////////////////////////////////////////////////////////////////////////////////////////
	bool MoveAction::onUpdate(Object* object, const UpdateInfomation& updateInfomation)
	{
		animationPositionTime -= updateInfomation.deltaTime;

		if(running())
		{
			object->position += animationDeltaPosition * updateInfomation.deltaTime;
		}
		else
		{
			object->position = animationTargetPosition;
		}

		return running();
	}
}

